Why you should be happy about aim acceleration.

Figured I would explain why the aim acceleration in halo is a good thing, since I see alot of people complaining about it.

The problem with controllers is the thumbstick doesnt have a very large range of motion. What this means is developers need to find a way to give the player separate high and low sensitivities. Otherwise the player will be stuck with either a very slow and cumbersome turn speed, or incredibly imprecise aim.

Halo solves this problem by mapping 2 separate sensitivities to the stick, where it switches to a high sensitivity “turning mode” when you get close to maximum deflection of the control stick. To my knowledge, this has been the case with every halo… and this is the ideal solution.

Now you may say “but other shooters dont have aim acceleration!” and you are right, but what do other shooters have? They have an aim down sights mechanics, where the game uses a separate, lower sensitivity when you go into ADS mode. What this means is you are more or less required to ADS every time you shoot at something farther than 10 feet away from you… and thus have to do the majority of your aiming while ADSing.

However this has never been halo’s style, and I cant imagine many fans would want it to be. Aim acceleration is necessary to make hip firing at distant targets on a controller possible without the player turning at a snails pace, and we should be glad its there. Maybe it could use some tweaking, but I can assure you… you wouldnt want to play a hip fire centric shooter like halo on a controller without some form of aim acceleration.

Agreed^^^

I agree. It’s very helpful.

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> Agreed^^^

Exactly! This is Halo, not Call of Duty.

Agree, I don’t see why everyone complains. Maybe their just a bit bored.

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> The problem with controllers is the thumbstick doesnt have a very large range of motion. What this means is developers need to find a way to give the player separate high and low sensitivities. Otherwise the player will be stuck with either a very slow and cumbersome turn speed, or incredibly imprecise aim.
> Halo solves this problem by mapping 2 separate sensitivities to the stick, where it switches to a high sensitivity “turning mode” when you get close to maximum deflection of the control stick. To my knowledge, this has been the case with every halo… and this is the ideal solution.

Have a source to cite, or is this just your own conjecture? I’ve never heard developers discuss aim acceleration, so because it’s only ever been detrimental to my performance, I can only treat it as a defect in the aiming system.

You see, the thing is, aim assist undeniably makes aiming less intuitive for the user. Players expect the relation of aiming speed and stick deflection to have a linear relation, because that’s the natural thing to do. If you want to experience the detrimental effect of aim acceleration exaggerated, I recommend playing the console version of Portal 2. I have not met a player who has played that game who wouldn’t think there’s something funky with the aiming system. And you need to look no further than the velocity curve to find the reason. That curve’s just silly.

I’ve also never heard anyone complain about the aiming system of CoD, and the few times I’ve heard anyone say anything about it, it’s been positive, and surprise surprise, the relationship between stick deflection and velocity is one of the most linear, both out of and in ADS.

Whatever the reason that aim acceleration exists, there’s just no sensible way to spin it into a positive thing. It’s an unintuitive artifact that has no place in any game. And I can assure you, I’d be very delighted if I ever got to play a game with zero aim acceleration.

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> > 2533274801372706;1:
> > The problem with controllers is the thumbstick doesnt have a very large range of motion. What this means is developers need to find a way to give the player separate high and low sensitivities. Otherwise the player will be stuck with either a very slow and cumbersome turn speed, or incredibly imprecise aim.
> > Halo solves this problem by mapping 2 separate sensitivities to the stick, where it switches to a high sensitivity “turning mode” when you get close to maximum deflection of the control stick. To my knowledge, this has been the case with every halo… and this is the ideal solution.
>
>
> Have a source to cite, or is this just your own conjecture? I’ve never heard developers discuss aim acceleration, so because it’s only ever been detrimental to my performance, I can only treat it as a defect in the aiming system.
> You see, the thing is, aim assist undeniably makes aiming less intuitive for the user. Players expect the relation of aiming speed and stick deflection to have a linear relation, because that’s the natural thing to do. If you want to experience the detrimental effect of aim acceleration exaggerated, I recommend playing the console version of Portal 2. I have not met a player who has played that game who wouldn’t think there’s something funky with the aiming system. And you need to look no further than the velocity curve to find the reason. That curve’s just silly.
> I’ve also never heard anyone complain about the aiming system of CoD, and the few times I’ve heard anyone say anything about it, it’s been positive, and surprise surprise, the relationship between stick deflection and velocity is one of the most linear, both out of and in ADS.
> Whatever the reason that aim acceleration exists, there’s just no sensible way to spin it into a positive thing. It’s an unintuitive artifact that has no place in any game. And I can assure you, I’d be very delighted if I ever got to play a game with zero aim acceleration.

Did you not read the second half of the post?

COD has no acceleration… because like I said, they solve the problem with their ADS mode.

The only game on the chart without aim acceleration or ADS is CS:GO. Ive never played it on console, but I imagine it either uses heavy aim assist to solve the problem… or its incredibly difficult to aim. Although since the game is slow paced and requires you to stand still to shoot accurately its probably not as bad as a game like halo where both you and your opponent are likely dodge strafing in a shootout.

Aim acceleration may make aiming less intuitive, but its necessary for a game that doesnt make the player rely on an ADS mechanic.

EDIT: also apparently CS:GO on console has a button assigned to do a 180… so I guess that was their solution to the turn speed problem. But that seems like a pretty poor solution.

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Also is it safe to assume you use a xim? Xim users seem to muddy the waters on aim acceleration and try to whip people up over it because the aim acceleration designed for the joystick causes trouble for their mouse emulators. And for whatever reason xim users seem to be very active on these forums.

Also that graph looks like something that originated over at the xim forums, and I see you posted “The reticule movement is still restricted to the highest sensitivity of the game and aim acceleration and aim assist still apply that can make using a mouse quite uncomfortable.” on a xim topic in the past.

So all signs seem to point to you being a xim user. I would appreciate if xim users would refrain from discussing topics regarding controller aiming, or at the very least inform people that they use a xim and they are speaking from a mouse emulation viewpoint.

I don’t have an issue with the aim acceleration itself, I have a problem with it being too intense.

While mixing that with the abnormally large deadzones in my controller + less auto aim then what halo is known for = an unreliable and janky experience where I feel as if I’m wresting with my controller to stay on target.

I went from a 7 sensitivity in EVERY SINGLE HALO GAME EVER MADE to a 3… and I STILL over aim more then I should be.

They cranked up the acceleration to create an artificial skill gap in aiming and that’s plain wrong. I’d also like to note, Ive been a MLG competitor since Halo 2 so this isn’t coming from a casual player. This is coming from years of knowledge and experience within the game mechanics of each and every iteration of the franchise.

I just wish I could remove aim Assist, you don’t know how many time I took someone shields down, had one shot left to kill them to have his ally walk in front of him, and then having the aim assist follow him and make me choke.

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> I just wish I could remove aim Assist, you don’t know how many time I took someone shields down, had one shot left to kill them to have his ally walk in front of him, and then having the aim assist follow him and make me choke.

You think aim assist is to high in halo you will probably get a good laugh at black ops 3’s aim assist.

It must be pretty easy to be a cod pro, the aim assist will even follow people really far behind ways.

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> > 2533274889132764;10:
> > I just wish I could remove aim Assist, you don’t know how many time I took someone shields down, had one shot left to kill them to have his ally walk in front of him, and then having the aim assist follow him and make me choke.
>
>
> You think aim assist is to high in halo you will probably get a good laugh at black ops 3’s aim assist.
>
> It must be pretty easy to be a cod pro, the aim assist will even follow people really far behind ways.

I just wish either
a) There was priority targeting, as in not switching from someone I’m targeting with no shield to someone that just walked by with full shields.
b) Have the ability to disable it.

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Whatever aiming we had before today, it was completely different than whatever aiming every other halo game had, and I’m glad it’s gone.

Just be happy with it OP? You realise it’s not the year 2002 any more. There’s more than 1-2 decent online shooters on the market now. Watch the playerbase evaporate if this isn’t fixed. It’ll soon be difficult to find a game if 343 doesn’t jump on this asap.

> 2533274889132764;10:
> I just wish I could remove aim Assist, you don’t know how many time I took someone shields down, had one shot left to kill them to have his ally walk in front of him, and then having the aim assist follow him and make me choke.

Oh God I can’t believe how many times I’ve died to aim assist because of that.

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> I don’t have an issue with the aim acceleration itself, I have a problem with it being too intense.
>
> While mixing that with the abnormally large deadzones in my controller + less auto aim then what halo is known for = an unreliable and janky experience where I feel as if I’m wresting with my controller to stay on target.
>
> I went from a 7 sensitivity in EVERY SINGLE HALO GAME EVER MADE to a 3… and I STILL over aim more then I should be.
>
> They cranked up the acceleration to create an artificial skill gap in aiming and that’s plain wrong. I’d also like to note, Ive been a MLG competitor since Halo 2 so this isn’t coming from a casual player. This is coming from years of knowledge and experience within the game mechanics of each and every iteration of the franchise.

Dude, you are sooo right!

> 2533274973991639;18:
> > 2533274800587152;9:
> > I don’t have an issue with the aim acceleration itself, I have a problem with it being too intense.
> >
> > While mixing that with the abnormally large deadzones in my controller + less auto aim then what halo is known for = an unreliable and janky experience where I feel as if I’m wresting with my controller to stay on target.
> >
> > I went from a 7 sensitivity in EVERY SINGLE HALO GAME EVER MADE to a 3… and I STILL over aim more then I should be.
> >
> > They cranked up the acceleration to create an artificial skill gap in aiming and that’s plain wrong. I’d also like to note, Ive been a MLG competitor since Halo 2 so this isn’t coming from a casual player. This is coming from years of knowledge and experience within the game mechanics of each and every iteration of the franchise.
>
>
> Dude, you are sooo right!

+1

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> > 2533274801372706;1:
> >
>
>
> Have a source to cite, or is this just your own conjecture? I’ve never heard developers discuss aim acceleration, so because it’s only ever been detrimental to my performance, I can only treat it as a defect in the aiming system.
>
> You see, the thing is, aim assist undeniably makes aiming less intuitive for the user. Players expect the relation of aiming speed and stick deflection to have a linear relation, because that’s the natural thing to do. If you want to experience the detrimental effect of aim acceleration exaggerated, I recommend playing the console version of Portal 2. I have not met a player who has played that game who wouldn’t think there’s something funky with the aiming system. And you need to look no further than the velocity curve to find the reason. That curve’s just silly.
>
> Whatever the reason that aim acceleration exists, there’s just no sensible way to spin it into a positive thing. It’s an unintuitive artifact that has no place in any game. And I can assure you, I’d be very delighted if I ever got to play a game with zero aim acceleration.

Developers talk a lot about controllers being hopelessly imprecise, but use square deadzones and other bad stuff which lower precision. You have to take what they say with a couple bowels of salt.

Shameless self post. Video on Portal 2’s “aiming”:
https://youtu.be/64UKpfPH4s8
Portal 2’s aiming is garbage, for many different reasons. Aim acceleration is used in many games, and its bad in all of them.

But Tsassi’s on the mark. The “jump” is incredibly unintuive. Unreal Tournament 3 uses aim acceleration as well to “keep” precision, but all it really does is gimp you because you can’t track targets moving a certain speed because they’re too fast for the normal curve speeds, but too slow for the accelerated jump speeds.

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> > 2533274825830455;6:
> > > 2533274801372706;1:
> > >
>
>
> COD has no acceleration… because like I said, they solve the problem with their ADS mode.
>
> The only game on the chart without aim acceleration or ADS is CS:GO. Ive never played it on console, but I imagine it either uses heavy aim assist to solve the problem… or its incredibly difficult to aim. Although since the game is slow paced and requires you to stand still to shoot accurately its probably not as bad as a game like halo where both you and your opponent are likely dodge strafing in a shootout.

CoD uses aim acceleration. It’s done differently than “edge” acceleration, in that the aim speeds up to whatever speed the player has selected(it’s called smoothing as well). That is also a very unintuitive mechanic and shouldn’t be used if you want reliable twitch precision in games.

CoD “solved” the problem by making a good acceleration curve. You can get incredibly low turn rates while playing on max sensitivity in HIP FIRE. ADS cuts your sensitivity which helps a ton, but CoD’s accel curve is easily one of the best in the industry. People can make fun of CoD all they want, Treyarch/Infinity Ward, aside from their aim acceleration/smoothing, they know how to code sticks properly.

CS: GO has terrible controls, and plays terribly with a gamepad because of it. The acceleration curve is overall fine, but the 180 is a “solution” it uses.

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> > 2533274825830455;6:
> >
>
>
> Also is it safe to assume you use a xim? Xim users seem to muddy the waters on aim acceleration and try to whip people up over it because the aim acceleration designed for the joystick causes trouble for their mouse emulators. And for whatever reason xim users seem to be very active on these forums.
> . . .
> So all signs seem to point to you being a xim user. I would appreciate if xim users would refrain from discussing topics regarding controller aiming, or at the very least inform people that they use a xim and they are speaking from a mouse emulation viewpoint.

The graph was made by a XIM user, and the quality of controller aiming does affect the emulation, but it’s completely relevant to aiming with gamepads. And Toysrme, the user who created the graphs, was using it as reference to how controller programming is bad, specifically in CS:GO. He may be a mouse user, but he understands how to program joysticks correctly.
Acceleration curves are absolutely VITAL to good aiming with them. Look closely at the graph provided. Notice how CoD’s is smoother than the others? That it starts lower and increases as you would expect a power function to? That’s how you can skip over using aim acceleration.
CoD at max sensitivity still allows you to move at under 1*/sec. That’s how precise the curve is. Doing that for Halo could fix the problem entirely.

Redundant, but to respond to the, "this has been the case with every halo… and this is the ideal solution."
As successful as Halo is, it shouldn’t be looked at for a benchmark of good controls. Halo has always done controls poorly, such as large, square-ish deadzones, aim acceleration and missing diagonals. It’s been on the forefront of aim assist in titles, but hasn’t really done too much to fix these inherent problems which cause the inaccuracy.

The “ideal” solution is good controls.

  • Range of motion a problem? Lower the deadzone/add deadzone options. No game needs a 25% deadzone unless the player’s stick is broken. Let players use a 10% deadzone or something. Gives them 15% of the range of motion back, and makes aiming feel less clunky.
  • Aiming feeling boxy/cursor moving in cardinal direction? Make sure the deadzone is circular. Squarish deadzones = missing diagonals and harder-to-reach diagonals. Circular = full range, and movement occurs with the same pressure in any direction.
  • Precise AND fast turn speeds? Make the acceleration curve better. Using power functions are the easiest. A quadratic function could allow the user to turn at a max rate of 1000*/sec(example) with the stick fully deflected. At 10% stick deflection, speed are under 10*/sec. At 50% >260*/sec. Need more/less? Add an option to change the degree of the power function. It’s only a single value in the code if you’re doing it like that.
    But it doesn’t even need to be a power function. You can have a low linear curve with a smooth, but fast, transition to the max speed. No need for aim acceleration.That’s pretty much it. Good controls are reasonably simple, though they’re done wrong more times than right. The deadzone and acceleration option patch coming for Halo 5 should remove the need for aim acceleration. Smaller deadzones alone would fix many issues with console aiming in general.